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- |==================================|
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- | AUTODESK 3D STUDIO RELEASE 3 |
- | README.DOC |
- |==================================|
-
-
- This file contains information about 3D Studio Release 3 that
- became available after the documentation was printed. We
- recommend that you look over this information now, and then print
- this file and keep a copy with your Reference Manual. Later, when
- you're more familiar with 3D Studio, reread this document. Also,
- if you run into a problem with the program and can't find the
- solution in the printed documentation, look again at the
- README.DOC.
-
- This document has been divided into 10 sections:
-
- I. Preliminary Information
- II. Memory Management
- III. Operating Systems and Hardware
- IV. Hardware Lock
- V. Displays and Output Device Configuration
- VI. New 3ds.set Parameters
- VII. Rendering Notes
- VIII. Network Rendering
- IX. IPAS Notes
- X. Miscellaneous Notes
-
- I. PRELIMINARY INFORMATION
-
- I.1. MODIFYING THE EXECUTABLE FILES
-
- Customers are reminded not to tamper with or modify in any way
- the supplied executable files (3DS.EXE) or unpredictable results
- will occur. If the program does function unpredictably, it has
- been modified or damaged. At that point, the only way to restore
- normal program function is to re-install 3D Studio from the
- release disks using the INSTALL procedure.
-
- I.2. ALWAYS USE THE 3DS.SET FILE
-
- 3D Studio is designed to work in conjunction with the parameters
- contained in the 3DS.SET file (or an alternate .SET file that you
- may be using for the same purpose). We do not recommend running
- 3D Studio without the 3DS.SET or alternate file. See page 22 in
- the Installation Guide for instructions on how to use an
- alternate settings file.
-
- I.3. COMPUSERVE FORUM ON 3D STUDIO
-
- The CompuServe Information Service has a Forum dedicated to
- 3D Studio questions and issues. Use GO ASOFT to access the
- Forum.
-
-
-
-
-
-
- I.4. CORRECTIONS TO TUTORIALS
-
- A. On page 13-18, after step 3 at the top of the page, you must
- click on an item in the lights branch first for the omni light
- icon to appear.
-
- B. On page 18-5 at step 4, make sure that the Hide button is also
- on.
-
- C. On page 20-3, in the paragraph following the illustration, the
- reference to chapter 3 in the Reference Manual should read as
- follows: "All the options are described in detail in chapter
- 3, 'The Pull-Down Menus,' in the Reference Manual."
-
- D. On page 23-14, in step 7 at the top of the page, turn on the
- Selected button before moving the selected faces.
-
- I.5. CONFIGURING YOUR DIGITIZING TABLET
-
- When you set the area of your digitizing tablet in the Program
- Configuration dialog box (described in chapter 3 of the Reference
- Manual), the defined area is lost when you reset or exit the
- program. To solve this, save a 3ds.prj file after setting your
- tablet area, and the area will be restored each time you enter
- 3D Studio.
-
-
- II. MEMORY MANAGEMENT
-
- II.1. PAGING TO DISK
-
- If you don't have enough RAM, 3D Studio will use your hard disk
- as virtual memory. This is called "paging to disk." When it
- happens--usually during rendering -- 3D Studio slows down a great
- deal. To see if 3D Studio is paging to disk, select Status from
- the Info menu (or press ?). If the "Swap File" value in the
- Status dialog box is greater than 0, you're paging to disk and
- probably should get some more RAM. In any event, once you begin
- paging, you need to exit 3D Studio and restart it to clear the
- swap buffer.
-
- Note also that in chapter 3 of the Reference Manual, in the
- description of the Info Menu/Status command, you are referred to
- the Advanced User's Guide for more information on memory. This is
- incorrect. See instead "Virtual Memory Management" in the
- Installation Guide.
-
- II.2. AUTOMATED MEMORY MANAGERS
-
- If you feel you're having memory problems while using 3D Studio,
- or can't properly shell out to external programs, reread the
- sections entitled "EMS and 3D Studio" on page 104, and "Using
- CFIG386.EXE" on page 108 in the Installation Guide.
-
-
-
-
-
-
- Your memory manager might require manual configuration to use
- various memory management schemes for different application
- programs.
-
- As noted in the Installation Guide, automated memory managers
- such as Quarterdeck QEMM and Qualitas 386-to-the-Max
- automatically reconfigure memory as needed by different
- applications. We highly recommend that you try these memory
- managers if you have any questions about your memory
- configuration.
-
- II.3. "ABNORMAL PROGRAM TERMINATION" ERROR MESSAGE WHILE PAGING
-
- On certain machines, you may receive an "Abnormal Program
- Termination" error while paging to disk. This occurs because the
- PharLap parameter is set, and it's incompatible with some bios'.
- To disable this, move to your 3ds executable directory, and type:
-
- CFIG386 3DS.EXE -LFU -VSCAN 4000
-
- To determine what your current settings are, type:
-
- CFIG386 3DS.EXE
-
- (Read the parameters from the bottom up.)
-
- In addition to providing more PharLap compatibility with certain
- bios', these settings may provide slightly faster swap file
- performance while paging for all systems. Feel free to
- experiment, but remember... the best thing to do if you're paging
- is to go out and buy more RAM. You'll save money (by saving
- massive amounts of time) in the long run.
-
-
- III. OPERATING SYSTEMS AND HARDWARE
-
- III.1. WEITEK COPROCESSORS ARE NOT SUPPORTED IN RELEASE 3
-
- The Weitek Math Coprocessor is not supported in Release 3. Only
- the Intel and 100% compatibles are supported.
-
- III.2. USING 3D STUDIO UNDER WINDOWS
-
- A. If you want to run 3D Studio under Windows, we highly
- recommend that you use the built-in Vibrant drivers. Avoid
- using VGA or ADI drivers.
-
- B. Note also that Vista cards do not function properly when using
- 3D Studio under Windows. You can model, but you can't render
- to the Vista display.
-
- C. Do not attempt to run 3D Studio as a slave system from the DOS
- shell under Windows. You cannot exit slave mode in this
-
-
-
-
-
- situation, because the Alt+Esc key combination required to
- exit slave mode is intercepted by Windows, and causes Windows
- to switch to another application.
-
- D. In order to run 3D Studio under Windows 3.1, you must edit the
- 3ds.pif file to conform to your installation. Edit the
- Start-up Directory field to match the drive and path where
- 3D Studio is installed. See page 96 in the Installation Guide
- for more information on the PIF file.
-
- E. Before starting 3D Studio under Windows, be sure your current
- Windows/3D Studio configuration is functioning properly before
- starting work in 3D Studio. If your configuration is not
- operating properly, you may lose your work if you switch from
- 3D Studio to another application, and for some reason cannot
- return to 3D Studio.
-
- F. You may have problems running 3D Studio under Windows if the
- display board you are using does not have enough onboard
- memory. If you are experiencing unsatisfactory results that
- may be due to display board memory, try reconfiguring for a
- smaller resolution. Remember that 3DS requires at least a
- 640x480x256 display resolution.
-
- G. Do not use 3D Studio under Windows with real mode display,
- digitizer, or VTR controller drivers. For example, some VESA
- BIOS extension TSRs are not compatible with Windows, thus
- preventing 3D Studio from using a VESA display configuration.
-
- III.3. 3D STUDIO R3 DOES NOT SUPPORT WINDOWS NT
-
- 3D Studio Release 3 does not run under the currently shipping
- version of the Microsoft Windows NT operating system.
-
- III.4. CONFIGURING OS/2 FOR 3D STUDIO
-
- Although it has not been extensively tested, 3D Studio has been
- shown to run successfully under OS/2, version 2.1. If you want
- to try running 3D Studio under OS/2, we recommend that you set
- the DOS settings for 3D Studio as follows:
-
- A. Set DPMI to Enabled.
-
- B. Set the DPMI Memory Limit to 64 MB, even if you do not have
- this much memory.
-
- C. Set Interrupt During I/O to ON.
-
- III.5. ERROR: .RES FILE NOT FOUND
-
- If you receive this error on starting 3D Studio, and the file
- named 3DS.RES is in the same directory as 3DS.EXE, examine the
- FILES parameter in your CONFIG.SYS file. The default value of 8
- is insufficient; we recommend that you set FILES=40 as a minimum.
-
-
-
-
-
- Similarly, we recommend that you set the BUFFERS parameter to a
- similar value to ensure a sufficient number of file transfer
- buffers. See your DOS manual for more information.
-
-
- IV. HARDWARE LOCK NOTES
-
- IV.1. ERRONEOUS HARDWARE LOCK ERROR MESSAGES
-
- A problem has been identified with some hard disk controller-I/O
- Ycards that causes the 3DS hardware lock to produce the erroneous
- error message "SentinelPro must be plugged into parallel port,"
- even though the hardware lock is properly installed.
- This problem can be caused by controller-I/O cards that use the
- WINBOND W83757F chip in the controller circuit. This chip can
- produce extraneous electrical signals that result in erroneous
- error messages from the hardware lock, even though a printer
- works properly. Even keeping the printer turned on, as suggested
- on page 101 of the Installation Guide, doesn't cure this problem.
-
- Two manufacturers who use this chip, DTK and JOINDATA, have added
- capacitor circuits to their controller cards, and corrected the
- problem on their cards. However, there does not appear to be a
- less noisy replacement for the WINBOND W83757F chip. If you
- receive the error message, even though the hardware lock is
- properly installed, either use another parallel port, or replace
- the controller card.
-
- IV.2. NETWORKS AND THE HARDWARE LOCK
-
- If you are using 3D Studio on a network system, you must disable
- any parallel-port redirection, otherwise 3D Studio probably won't
- be able to locate the hardware lock. Consult your network
- documentation for instructions on how to disable parallel-port
- redirection.
-
- In order to use file transfer programs that use the parallel port
- (such as Flying Dutchman and LapLink), you must first remove the
- hardware lock.
-
-
- V. DISPLAY AND OUTPUT DEVICE CONFIGURATION NOTES
-
- V.1. VISION 16
-
- The 3D Studio Release 3 Installation Guide contains a section
- about the Everex/Vision Technologies Vision 16 board on page 85.
- On this page the environment variable settings are described,
- note that a leading zero must be included in front of the
- EV680MAP environment variable, such as:
-
- SET EV680MAP=06
-
-
-
-
-
- V.2. CONFIGURING ADI DRIVERS
-
- CAUTION: Improper installation of ADI drivers can cause
- unpredictable results in the operation of 3D Studio.
- Please read carefully the section named "Configuring Protected-
- Mode ADI Devices" beginning on page 81 of your Installation
- Guide. This section describes proper configuration of ADI
- drivers. It's important to use the DOS set command to set the
- environment variables used by 3D Studio to find the ADI drivers
- whenever they are needed by the program. If you do not set the
- appropriate environment variable before starting 3D Studio and
- then attempt to use an ADI device from within the program, the
- function of the program might be limited and unpredictable
- results might occur.
-
- If, while running 3D Studio, you plan to use an ADI device but
- have not set your environment variables, save your work, exit the
- program, and then set the variables as instructed in the
- Installation Guide before restarting 3D Studio.
-
- V.3. BEFORE YOU USE YOUR RELEASE 2 RCPADI DRIVER
-
- Your Release 2 RCPADI driver might not work with Release 3.
- Before using it, check to see if your display device is covered
- by the internal Vibrant drivers. If so, use the Vibrant drivers.
- If not, try your RCPADI driver. If it works, fine. If it doesn't
- work, contact the manufacturer of your display card for an
- updated version of the driver for Release 3.
-
- In order to use an RCPADI display driver such as RCPVESA.EXP
- which was included in the 3D Studio R2, you must choose a
- resolution larger than 640x480x256. This is due to a font
- requirement by the R3 Materials Editor. The R3 Materials Editor
- requires a font no larger than 8x14 when run in 640x480 mode.
-
- V.4. NEW RDPVISTA.EXP
-
- If you're currently using an RDPVISTA.EXP driver compiled before
- September, 1993, it won't work with 3D Studio Release 3. We're
- supplying a new version of this driver for you as a convenience
- so you don't have to log into ASOFT on CompuServe and download
- it. For more information about this driver, contact Truevision.
-
- V.5. VIBRANT DRIVER UPDATES
-
- As necessary, we will be uploading updates of the Vibrant drivers
- on the ASOFT forum of Compuserve. Type GO ASOFT, enter a DL
- library, and then type:
-
- BRO ALL KEY: VIBRANT
-
- V.6. USING TIGA-BASED DISPLAYS
-
- If you are using a TIGA-based graphics adapter running TIGA
-
-
-
-
-
- version 2.x, you must copy the VG920922.RLM file found in the
- 3DS3 root directory to your TIGA directory in order for the
- Vibrant Graphics drivers to work correctly with the TIGA
- standard. (The TIGA directory, typically called "C:\TIGA", is
- created when you install the TIGA adapter.)
-
- We recommend that you go through the following steps before
- attempting to run the Vibrant TIGA driver with 3DS3:
- A. Ensure that the TIGA 2.x driver has been installed correctly.
- (Refer to instructions that came with your TIGA board.)
-
- B. Make sure that the TIGA environment variables are properly
- set. In general, this is accomplished by using the following
- SET statements:
-
- set TIGA=-m<drive>:<dir> -l<drive>:<dir> -i?
-
- <drive>:<dir>\TIGACD
-
- <drive>:<dir>\TIGALNK -lx
-
- where <drive>:<dir> denotes the drive and directory that contains
- the TIGA support files (often "C:\TIGA"), and '?' is the
- interrupt setting (usually '0x60'). TIGACD.EXE and TIGALNK.EXE
- are provided by your TIGA board manufacturer. You may wish to add
- these statements to your AUTOEXEC.BAT file. Note that TIGALNK.EXE
- may not always available or necessary with some TIGA boards.
-
- C. Copy the VG920922.RLM file to your TIGA directory.
-
- D. Reboot your system with these parameters in place. Watch for
- any errors reported by the TIGACD program and verify that you
- have the TIGA 2.x device driver active.
-
- E. Start the Vibrant Configuration Program by typing 3ds vibcfg
- from the DOS prompt within the 3D Studio Release 3 directory,
- and configure for the board-specific TIGA selection or use
- TIGA v2.x generic selection in the card list. Test the video
- mode to ensure that you have properly installed the TIGA
- device driver and Vibrant support files.
-
- If you are running TIGA version 1.1, we suggest that you contact
- your board manufacturer for a TIGA version 2.x upgrade, and then
-
- For additional information on configuring TIGA-based systems for
- we suggest you consult and download the appropriate files
- found in the CompuServe ASOFT forum.
-
- V.7. USING A COMPAQ MODEL AG-1024 TIGA-BASED DISPLAY
-
- If you are using a Compaq model AG-1024, you will need to copy
- the VG920922.RLM file from the 3DS3 root directory to your TIGA
- directory. You will need the TIGA 2.x driver and the VIG-AG1.EXE
- communication file for the AG-1024. These are available from
-
-
-
-
-
- Compaq. Then follow the above instructions for TIGA 2.x.
-
- For additional information regarding configuring your Compaq
- AG-1024 for 3DS3, we suggest consult and download the appropriate
- files from the CompuServe ASOFT forum.
-
- V.8. DUAL MODE IN VIBCFG APPLIES ONLY TO VIBRANT DRIVERS
- The Installation Guide mentions the use of the Vibrant DUAL
- mode at the top of page 72. You can only use the DUAL mode with
- Vibrant drivers. Configuring the DUAL mode with drivers other
- than the Vibrant driver can cause unpredictable results.
-
- V.9. RUNNING A FLIC WITH DRIVERS SUPPORTING OVER 256 COLORS
-
- Only use flic drivers intended for running 8-bit flic files with
- 8-bit (256 color) flics. Attempting to run a standard 3D Studio
- (8-bit) flic with a flic driver designed for more than 256 colors
- will most likely cause serious, unpredictable results. In some
- cases, it's possible to configure VIBCFG to run a flic with many
- more than 256 colors, depending on the display board you are
- using and the driver you select. There is no way for the program
- to know what type of file you will be running under your
- configuration, so it is not possible to warn a user that unwanted
- results will occur.
-
- V.10. USING HIGHCOLOR AND TRUECOLOR DISPLAYS FOR MAIN DISPLAY
- Although the Vibrant Configuration program may allow it for your
- display, we do not recommend using a high-color (15- or 16-bit)
- or truecolor (24-bit) display as the Main Display. 3D Studio
- will still run, but the display colors may be unpredictable, and
- the display will run much slower than when it's in 256-color
- mode.
-
- V.11. DISK-TO-VTR WITH TARGA+ 64-BIT DISPLAY BOARDS
-
- Because of random toggling problems with the twin 32-bit buffers
- used in the Targa+ 64-bit display board, blank frames instead of
- the intended image are rendered during Disk-to-VTR operations.
- (This does not occur with the Targa16, Targa24, or Targa16/32.)
- To avoid this, instead of using the Disk-to-VTR function, use the
- command-line image loader and editing utilities supplied with
- your VTR controller. For example, DiaQuest provides TPLUSLOA.EXE
- which avoids this problem. Do not, however, use the GETTGA.EXE
- which comes with the Targa+ boards, since this causes the same
- problem.
-
- V.12. VTR CONTROLLER DRIVER FROM LYON LAMB
-
- A sample ADI driver for the Lyon Lamb MiniVAS and PCVAS VTR
- controllers from Lyon Lamb Video Animation System, Inc. has been
- included with Release 3, and can be found in the \DRIVERS
- directory. To use this driver (LLMVAS.EXP), refer to the
- accompanying LLMVAS.DOC file for instructions. In addition to
- the inline support for DiaQuest controllers, Release 3 also
-
-
-
-
-
- includes drivers for BCD and Videomedia VTR controllers, and the
- Sony EVO-9650 VTR and LVR-3000N laser video recorder.
-
- V.13. VTPADI DRIVERS AND DROP FRAME TIME CODE
-
- When using the external VTPADI driver and an NTSC tape using Drop
- Frame SMPTE time code, if you specify an inpoint at a time code
- that does not exist on a Drop Frame tape, the results will be
- unpredictable. Set the inpoint to any valid time code to avoid
- any problems (and we recommend using the standard SMPTE Non-Drop
- Frame time code method).
-
- VI. NEW 3DS.SET PARAMETERS
-
- VI.1. SHADOWS THAT MOVE WHEN THEY'RE SUPPOSED TO BE STABLE
- If your shadows are moving during an animation -- even though
- nothing else in the scene appears to be -- it's probably due to
- the way the 3D Studio calculates shadow bias. In Release 1 & 2
- and (as a default) in Release 3, the shadow bias is scaled
- RELATIVE to the scene, as defined by all the geometry in the
- scene. Thus, you can have an apparently static scene where the
- camera and all objects in the camera view are stationary, but if
- any object OUTSIDE of the scene is moving, the shadow bias will
- change and the shadows will move.
-
- To avoid this, set the shadow bias to ABSOLUTE by turning on the
- SHADOW-BIAS-ABSOLUTE parameter in your 3ds.set file. This causes
- the shadow bias value to be used directly, rather than scaling it
- by the scene geometry dimensions. If you turn this switch on,
- you will probably have to adjust your bias values to get the
- results you want. If your scene is very large, then you will
- have to use a larger bias value, and if your scene is small, you
- will have to use a smaller value. ( A scene that is about 100
- units deep will require little or no adjustment to bias).
-
- A specific example would be: if your scene is 1000 units deep,
- you'd have to make your bias 10 times larger than that it was set
- when in RELATIVE mode.
-
- Warning #1: Since this is a 3DS.SET parameter, it will affect all
- scenes rendered, and will make scenes that were previously
- correct look different.
-
- Warning #2: Since this isn't carried with the project file, it
- won't be propagated through your network when doing network
- rendering. If you want to use this setting with network
- rendering, you must make sure that it's set consistently among
- all of your network slaves.
-
- VI.2. SETTING COLORS FOR THE TEXT EDITOR
-
- There are undocumented parameters at the end of your 3ds.set file
- that let you specify the color of text and selected text in the
- 3D Studio text editor. ED-TEXT-COLOR sets the color of the text,
-
-
-
-
-
- and ED-SEL-TEXT-COLOR sets the color of selected text.
-
- VI.3. IXP PROCESSES AND THE OUTPUT-RENDER-COORDS PARAMETER
- When set to ON or YES, this 3ds.set parameter causes 3D Studio to
- output screen coordinate minimums and maximums for each non-
- instance object to a file on disk. This is required by some
- third-party IXPs, such as FLARE.IXP, so that they can easily
- determine where objects are located on the rendered image and
- operate on those areas exclusively.
-
- VI.4. BATCH RENDERING AND THE BATCH-RENDER-PAUSE PARAMETER
-
- With this parameter set to YES or ON, if you render batch files
- with multiple lines, the Renderer pauses at the end of each line,
- or sequence, and displays the output. In order to proceed with
- the next line of the batch file, you must press Esc. To perform
- unattended batch rendering with multiple line scripts, set this
- parameter to NO or OFF; the Renderer will skip the display of the
- result of each line of the batch file.
-
-
- VII. RENDERING NOTES
-
- VII.1. OPTIMAL RENDERING PERFORMANCE FOR 486 COMPUTERS
-
- For optimal rendering speed on a 486, we recommend the use of an
- extended memory manager. We have found that some 486 computers
- will render at almost twice the speed when an extended memory
- manager is being used. The need for a memory manager for faster
- rendering speed is only required for some 486 computers. Some
- 486 computers have an extended memory manager built into the
- hardware.
-
- VII.2. MAKING FLICS USING HIGH PALETTE MODE
- The color compression routines in 3D Studio R3 are so much better
- than the routines in version 2.0, that High palette mode has
- become almost unnecessary. In fact, under certain cases, High
- palette mode can actually produce unwanted color artifacts.
- Therefore, we recommend that Medium palette mode be used for
- making flics instead of High. There are still times when Low and
- Custom modes may be necessary, and those should be used
- accordingly. See "VGA Palette Control for Flics" on page 8-117 in
- the Reference Manual for detailed instructions on how to create a
- custom palette.
-
- VII.3. AUTOMATIC REFLECTION MAPS AND CLOSE OBJECTS
-
- If an object with an automatic, non-flat reflection map is placed
- closer than the Z-CLIP-NEAR distance from another object, that
- object will appear clipped in the reflection map. If you see
- pieces of an object missing in the reflection of a very close
- object, either lower your Z-CLIP-NEAR value, or increase the
- overall scale of your scene so that the objects are greater than
- the Z-CLIP-NEAR distance (in units).
-
-
-
-
-
-
- VII.4. PREVIEWING FIELD RENDERINGS
- If you are going to render an animation to fields instead of to
- frames, and you want to examine each field before preparing the
- final rendering, you can use the Preview/Make function in the
- Keyframer to do so. However, you must first scale the animation
- to twice its original length before making the preview flic. In
- this way, each frame of the preview flic represents a field
- instead of a frame. This technique is only necessary when
- examining an animation which might have abrupt changes on a
- field. Use the following procedure to create a "field-accurate"
- preview flic:
-
- A. Save your animation to disk before performing this procedure.
-
- B. Load the animation and select Time/Scale Segment in the
- Keyframer and set the number of frames to twice that displayed
- in the "Scale to:" field.
-
- C. Use Preview/Make to create the preview flic. Although the flic
- will not accurately play back the speed of the animation, each
- frame will correctly display the position of the objects for
- each field of the animation.
-
- D. IMPORTANT: Reload the original .3ds file to restore the
- correct frame count before rendering your animation. For best
- results, do not use Time/Scale Segment to halve the number of
- frames back to the original total.
-
- VII.5. RECOMMENDED GAMMA SETTINGS
-
- There are certain instances in which you can't check the output
- gamma on the output device because you're using a service bureau
- to output your files. These include: D1 or D2 digital video,
- print media, slides, etc. In these cases, it's best to ask the
- tech people at the service bureau what gamma they want. If they
- don't know or aren't sure, use a file output gamma of 1.8.
-
- VII.6. GAMMA CORRECTION CAN MAKE DARK PIXELS VERY BRIGHT
-
- It may be surprising to you to see very dark pixels that are
- un-gamma-corrected become much brighter when gamma corrected
- (especially to NTSC gamma of 2.2). This is because the gamma-
- correction curve is extremely steep at the dark end of the
- luminance scale. For example, the following table illustrates
- how much a gamma value of 2.2 affects the original RGB pixel
- value:
- 2.2 gamma-corrected
- Original RGB value RGB value
- 0 0
- 1 20
- 2 28
- 3 33
- 4 38
-
-
-
-
-
- 5 42
- 6 46
- 7 49
- 8 52
- 9 55
- 10 58
-
- Conversely, there is very little RGB shift at the upper end of
- the gamma-correction curve... even with an extreme gamma value of
- 2.2.
-
- 2.2 gamma-corrected
- Original RGB value RGB value
- 250 252
- 251 253
- 252 253
- 253 254
- 254 254
- 255 255
-
- So, if you see large shifts at the lower end of the spectrum,
- don't panic. That's how gamma-correction (especially NTSC gamma
- correction with a 2.2 value) works.
-
- If you're interested in learning more about gamma correction and
- other important aspects of computer graphic color technology,
- read "Illumination and Color in Computer Generated Imagery" by
- Roy Hall, Published by Springer-Verlag. It contains everything
- you ever wanted to know about the subject.
-
- VII.7. WIREFRAME MATTE ATTRIBUTES
-
- The Matte attributes in the Modify/Object/Attributes dialog box
- will not produce a wireframe matte with objects that are assigned
- Wire-attribute materials. The Matte attribute always assumes a
- solid material.
-
- VII.8. "OBJECT NEEDS MAPPING COORDINATES" ERROR MESSAGE
-
- If one or more objects with a mapped material assigned but no
- mapping coordinates applied, when you render them, 3D Studio
- displays an alert box that advises you that one or more objects
- needs mapping coordinates. this alert is displayed only once,
- even if there is more than one such object.
-
- VII.9. COMMAND LINE RENDERING OF .PRJ FILES
-
- When rendering .prj files from the command line, or using a batch
- file, note the following:
-
- A. The rendering resolution saved in the .prj file is not
- recognized. The output image uses the default resolution.
-
-
-
-
-
- B. The /N (Render Fields) and /M (Show Hidden Lines) switches are
- overridden by the settings saved in the .prj file.
-
-
- VIII. NETWORK RENDERING
-
- VIII.1. THE MOST COMMON NETWORK PROBLEM
-
- YIf you're getting a large number of "Network Queue Failure"
- reports, or multiple machines that render the same frame, it's
- likely due to your machines not being properly synchronized via
- your network's Set Clock function. If the time on your various
- slave machines are more than ten seconds off, you will run into
- these problems. In some instances, if your systems are more than
- one or two seconds off, errors can occur. To avoid problems of
- this nature, use a network that maintains synchronization
- automatically.
-
- VIII.2. IPAS ROUTINES AND NETWORK RENDERING.
- When using network rendering and IPAS routines, it's best to use
- a network with its own file management system, like Novell
- NetWare. If you're using a DOS-based network (such as Lantastic),
- you may get IPAS conflicts if you keep all of your IPAS routines
- in a process directory on your central server, with all of the
- slaves accessing that machine at once. In this case, there are
- two things you can try:
-
- A. Set the read-only flag for your IPAS routines.
-
- B. Move your IPAS routines to a process path on each of your
- slave machine's local hard disks.
-
- VIII.3. CAUSE OF CORRUPTED TARGA FILES WHEN USING NETWORK
-
- If you find that Targa files rendered by a fast (such as a 486/66
- or Pentium) machine over your network are corrupted, the problem
- may be that the rendering machine is faster than its network card
- can handle. If this is the case, replace the network card with a
- faster one.
-
-
- IX. IPAS NOTES
-
- IX.1. IF YOUR R2 IPAS ROUTINE DOESN'T WORK
-
- Certain IPAS routines compiled with the Watcom compiler that work
- with 3DS Release 2 won't work with Release 3 because of the
- changes to Release 3's version of Phar Lap. Try running
- YIPASFIX.EXE on the IPAS routine if it appears to allocate all
- available RAM when you go into its Setup dialog. If that doesn't
- solve the entire problem, contact the developer of the IPAS
- routine for an update.
-
-
-
-
-
- IX.2. USING SXP'S WITH DIFFERENT SETTINGS AND OVERLAPPING
- OBJECTS.
-
- If you use two materials that use the same SXP but have different
- SXP settings on two different objects in your scene, and if the
- objects are overlapping, rendering will go slower than usual. To
- avoid this, you can copy the SXP to a unique file name (i.e.,
- copy NOISE_I.SXP to NNOISE_I.SXP) and use each unique version of
- the SXP in each material. This technique can also be used if you
- want to morph materials between two objects that have the same
- SXP, but with different settings.
-
-
- X. MISCELLANEOUS NOTES
-
- X.1. README FILE FOR THE WORLD-CREATING TOOLKIT
-
- The readme file on the R3 World-Creating Toolkit CD-ROM is called
- CDREADME.TXT rather than CDREADME.DOC as mentioned on page 49 in
- the Advanced User's Guide.
-
- X.2. .PFB FONTS ON CD-ROM AND IN FONTS DIRECTORY
-
- There are a total of 100 custom .PFB fonts included on the
- World-Creating Toolkit CD-ROM, and a selection of them has been
- added to the installation disks to be copied into the fonts
- subdirectory. Because there is more space on 1.44 MB (3.5")
- disks than on 1.2 MB (5.25") disks, more of these sample files
- will be copied into your fonts subdirectory from the first type
- of installation disks than from the second type. However, all 100
- available fonts are included on the CD-ROM, no matter which type
- of disks you have.
-
- X.3. .PFB FONTS AND AUTODESK ANIMATOR PRO
-
- We do not recommend using the .PFB fonts that are included with
- 3D Studio in Autodesk Animator Pro version 1.3a, as the fonts
- have been customized for use in 3D Studio.
-
- X.4. RENDERING EASTER4.3DS FROM THE R3 WORLD-CREATING TOOLKIT
-
- In order to render the EASTER4.3DS mesh file found in the World-
- Creating Toolkit CD-ROM supplied to you with Release 3, you must
- have the IPAS program called NOISE2_I.SXP file in one of your map
- path directories. If you already have a file named NOISE2_I.SXP,
- no further action is necessary. However, if you don't have such a
- file, you can either copy NOISE_I.SXP as NOISE2_I.SXP or use the
- Materials Editor to replace NOISE2_I.SXP with NOISE_I.SXP in the
- material that uses this file.
-
- X.5. ADDITIONAL SAMPLE FILES IN THE MESHES DIRECTORY
-
- There are fifteen additional sample files in the meshes directory
- and one additional sample file in the vpost directory that merit
-
-
-
-
-
- special attention. They are described in the SAMPLES.DOC file,
- which has also been copied into the same directory as this
- readme.doc. We recommend that you load the sample files, read the
- SAMPLES.DOC file, and experiment.
-
- X.6. UTILITY TO CREATE IFL FILES
-
- We've included a small utility on the Release 3 disks, called
- MAKEIFL.EXE, that creates an .IFL file from series of
- sequentially numbered image files. It's run from the DOS command
- line using the following syntax:
-
- MAKEIFL <file name> <prefix> <start frame#> <end frame#> (suffix)
-
- The <prefix> argument is the first four letters of the image file
- name. For example, the prefix for BOOK0000.tga is BOOK.
- The (suffix) option lets you specify the file suffix. (The
- default is .TGA.) To use another file suffix, enter GIF, CEL,
- JPEG, or TIF here.
-
- EXAMPLES:
-
- MAKEIFL SKY CLDS 0 200
-
- Creates SKY.IFL listing CLDS0000.tga to CLDS0200.tga.
-
- MAKEIFL TVSCREEN SCRN 40 0 GIF
-
- Creates TVSCREEN.IFL listing SCRN0040.gif to SCRN0000.gif.
-
- To see brief instructions on how to use the utility, type:
-
- MAKEIFL
-
- NOTE: When the START frame number is higher than the END
- frame, the list is created in descending order. This is a good
- method to reverse the order of animated sequences and maps.
-
- X.7. .VUE FILES HAVE CHANGED FROM RELEASE 2.0
-
- .VUE files have changed in Release 3 so that the contents of the
- file represent the absolute transformation matrix of an object.
- This should make the object representation in the file less
- confusing than it was in the old .VUE file. .VUE files created
- in 3D Studio R2 (2.0) are compatible with Release 3, although
- .VUE files created in Release 3 are not compatible with version
- 2.0. This change was implemented in Release 2.01, so that any
- .VUE files created in that version are 100% compatible with
- Release 3 .VUE files.
-
- X.8. USING COREL DRAW VERSION 2.01 WITH 3D STUDIO
-
- When nested polygons are exported from release 2.01 of Corel Draw
- as Adobe Illustrator (.ai) files, the program converts the curves
-
-
-
-
-
- into hundreds of closely spaced vertices with linear segments.
- Follow these steps when exporting text or nested objects to .ai
- format in Corel Draw 2.01:
-
- A. Convert all text to curves. (Convert to Curves in the Arrange
- menu, or [Ctrl]-[V].)
-
- B. Break apart any objects with nested holes. (Break Apart in
- the Arrange menu, or [Ctrl]-[K].)
-
- C. Export the graphics normally, using the .ai filter. (Ignore
- the Convert Text to Curves option.)
-
- X.9. .AI FILES CANNOT BE LOADED BY ADOBE ILLUSTRATOR 4.0
-
- .AI files saved by 3D Studio cannot be loaded into Adobe
- Illustrator version 4.0, However, they can be loaded into Corel
- Draw.
-
- X.10. RESTORING DATA AFTER A CRASH
-
- If you should (perish the thought) crash while in 3D Studio, AND
- you have recently pressed the Hold button in the icon panel, you
- can restore the data in the Hold buffer. The Hold buffer is
- stored in the TEMP directory in a file called MODEH$$$.TMP.
- Rename this file to anything with a .3ds extension (HOLD.3DS),
- and then load the renamed file.
-
- X.11. USING SHAPES/ALIGN LEFT AND ALIGN RIGHT IN THE 3D LOFTER
-
- When you use Shapes/Align Left and Align Right on a SurfRev path
- in the 3D Lofter, the direction of the path (clockwise or
- counterclockwise) affects the direction of the face normals in
- the resultant object. For example, using Align Left with the
- default counterclockwise SurfRev path results in the face normals
- pointing outward; but using Align Right with the same path
- results in the face normals pointing inward. On the other hand,
- using Align Left with a clockwise path results in inward pointing
- faces, while using Align Right with a clockwise path results in
- outward pointing faces.
-
- X.12. USING TRACKS/FILE INSERT WITH MORPH KEYS
-
- When you use the Tracks/File Insert command in the Keyframer with
- Morph keys, the morph target objects must have the same names in
- both the source and destination files.
-
- X.13. EFFECT OF DOUBLE BUTTON IN TRACKINFO DIALOG BOX
-
- When you use the Double button in the Track Info dialog box
- to double the length of an animation segment, remember that it
- overwrites the keys on the last frame of the active segment with
- copies of the keys at frame 0. If you have a 30-frame active
- segment, Double produces an active segment twice as long, or 60
-
-
-
-
-
- frames. The keys on the last frame of the original active segment
- (frame 30) are overwritten by the keys on frame 0.
-
- X.14. USING INHERIT LINKS WITH FIRST KEYFRAME OTHER THAN FRAME 0
-
- If you do an Inherit Links operation on a frame before the first
- keyframe, the keys are created at the first keyframe, rather than
- at frame 0, as stated in the Reference Manual.
-
- X.15. ILLUSTRATION ERROR IN REFERENCE MANUAL
-
- On page 5-31 of the Reference Manual, the illustration labelled
- as union represents the original two polygons, and the topmost
- illustration is the result of a union operation.
-
- X.16. MORE ABOUT FACE MAPPING
-
- As discussed on page 9-66 of the Reference Manual, the face map
- button in the Materials Editor lets you place a mapped area in
- each rectangular facet of an object without applying mapping
- coordinates to it. This method can cause one facet to be mapped
- with the same portion of the bitmap. That is, one of the
- rectangular facets will display the same half of the map, twice,
- rather than applying the entire map to the facet. At this
- writing, there is no work-around, so plan your images
- accordingly.
-
- [END OF README.DOC]
-